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Satyrs Unbound (Mazes & Minotaurs)
Satyrs Unbound (Mazes & Minotaurs)
I. SATYR SECRETS 3
A closer look at Satyrs, their ways and their wiles – ah, but not TOO close, okay?
Some portions of this supplement are based on material originally published in the
Minotaur webzine (in Luke G. Reynard’s glorious Twist In the Maze column) but
MOST OF THIS STUFF IS ABSOLUTELY, BRAND-NEW!!!
2
I: SATYR SECRETS
rather than the familiar. Even a perpetual inebriate
must eventually grow tired of drinking the same
vintage year after year, and so the search for
novelty is often synonymous with the search for
pleasure. This is the force that drives certain Satyrs
to take up wandering and adventuring.
3
Satyrs & Humans
The vast majority of humans assume that all Satyrs
are indolent and cowardly. They perceive Satyrs as
objects of scorn and use them as stock characters
in their comedies. To call another person « Prince of
Satyrs » is an outrageous insult that can easily lead
to violence, as it implies that one is a lazy and
useless person.
4
A valorous (if slightly idealized) Satyr warrior
5
According to the Panead, Pan also had the dubious
privilege of being the only deity who actually died
sometime during the late Age of Magic, but the
causes and circumstances of this death remain
shrouded in mystery – a mystery which eventually
gave birth to the Mysteries of Pan.
6
To date, no Aegipan has actually demonstrated the
indisputable evidence provided by Divine
Intervention. The successful use of this power would
be the fulfillment of the Aeigpan prophecy, in that
Pan would return to the living world. Whether this is
even possible, and what would happen next, are
entirely at the discretion of the Maze Master.
All Satyr Foresters are descended from Dryads (as Tradition holds that the first Satyr Forester was
opposed to other Nymph types such as Napaeads Xlyon, son of Morea, dryad of mulberry. Xylon
or Oreads). It is true that few Satyrs dwell in urban learned the speech of animals from the legendary
areas and none for periods of more than a few centaur polymath, Chiron, and in turn taught this
months at a time. Foresters, meanwhile, are speech to all of his descendants. Xylon himself
uniquely attuned to nature at the spiritual level. came to an untimely end when an oracle
They find their meaning through communing with commanded him to sacrifice a stag to Artemis.
nature, in the same way that other Satyrs might find Having spoken with the stag on many occasions,
purpose in art or poetry. Xylon refused to kill it. He was punished by being
transformed into a dog and forced to eat stag meat
Foresters are known by many names, including the until his belly burst. Morea then appealed to Zeus
“Shepherds,” and the “Judges of Actaeon.” Like all himself, who decreed that Dryad-kin Satyrs would
Satyrs, they worship the god Dionysus. However, never again be compelled to sacrifice a speaking
their worship emphasizes the deity's role as a animal to any God. This is, of course, an extremely
guardian of nature and spirit of the “Wild.” The broad category as Foresters claim to speak to all
Foresters have no particular grudge against humans manner of animals. Nonetheless, to this day the
who live in cities. They conceive the Wild as Foresters continue to sacrifice fruit and libations in
something like a spider's web, or a shared root place of burnt animal offerings.
system by which all beings are connected to which
all beings will eventually return. See chapter II for more details on Satyr Foresters
and their magical powers.
7
A watchful Red Satyr on the shore of a mysterious island…
8
The Caliban Path Philosophers who hold to strongly ascetic schools
suspect that the Caliban is a Satyr who is able to
clearly comprehend the shallowness of their lives.
The Caliban represent the darker side of the Satyr
That is to say, all Satyrs must be at least a little bit
race. Contrary to popular belief, they are not a sub-
deluded or else they would appreciate just how
species of Satyr. A Caliban is what a Satyr becomes
pathetic they really are. The Caliban has no illusions
when they are no longer able to control their
about himself but is unable to improve his condition,
desires. The idea of moderation is a rather dubious
and so he rages against himself and the world at the
concept for Satyrs to begin with, but the Caliban
same time.
take debauchery to a whole new level. The Caliban
represents perversity in its most basic sense: an
If the Caliban themselves have any explanation,
otherwise normal desire that becomes twisted and
they are not inclined to share.
exaggerated to a grotesque degree.
Some Mineans have wondered why any Satyrs
Most Caliban live on the margins of the Satyr world.
practice any craft, or participate in adventuring
Some may masquerade as (relatively) normal
parties at all. The life of a Satyr revolves around
Satyrs for a time, but inevitably their cruelty and
pleasure and leisure. Why, then, should they take
madness becomes too obvious to conceal.
on any challenge at all? The answer to the question
may be in the fact that all Satyrs have a secret
Once a Satyr acquires a reputation as a Caliban, he
shame and a hidden fear. They are well aware that
will be ostracized by Nymphs, Satyrs and other
the Caliban exist. More importantly, they are well
nature spirits. These creatures then become hateful
aware that every Satyr has just a very short
and violent. They often turn to preying on isolated
distance to fall before he risks becoming a Caliban
humans or small settlements.
himself. If one were to ask any Satyr why he
practices self-discipline, they would likely reply that
The most dangerous outcome is when groups of
they have met a Caliban and were terrified of what
like-minded Calibans form tribes and begin to act in
they saw in the dark mirror.
concert. Fortunately, this is rare as Caliban are often
slain or become self-destructive.
9
II: SATYRS IN PLAY
The previous chapter introduced a variety of
atypical and adventuring roles for Satyrs: this
chapter covers them in game terms in the form of
optional character classes, thereby allowing
Satyrs to gain the exalted status of player-
character and, well, “hero material”.
Character Classes
RED SATYR
A rare and (to their Minean cousins) exotic branch of
the horned folk, Red Satyrs represent the only “true”
Satyr warriors. See p 8 for more details.
Category: Warrior
Basic Hits: 12
10
SATYR SKIRMISHER
Armor & Shields for Satyrs
Satyr Skirmishers and ambush warfare specialists –
but are not “true” warriors in the regular M&M sense Satyrs may not wear helmets. In addition, if a Satyr
of the word. See p 5 for more details. wears a metal breastplate or carries a full-size
shield, he loses the benefits of his Fleet-Hoofed
Category: Specialist ability. For this reason, most Satyrs prefer not to
bother with armor or shields; those who do (mainly
Primary Attributes: Skill and Luck some Red Satyrs and Skirmishers) use a lighter
form of shield known as a peltast shield and a
Gender: All Satyrs are male. lighter type of breastplate known as a linothorax.
Damn Healthy: A Satyr’s supernatural vigor makes The standard M&M shield corresponds to the aspis,
him completely immune to poison and very resistant a three-foot wide, circular shield used by hoplites
to the effects of alcohol. See the section on Drinking standing in their phalanx formations.
at the end of this chapterfor more details.
A Red Satyr or Skirmisher may use the aspis if he
Lucky Shot: Satyr Skirmishers add their Luck chooses, but in doing so he loses the benefits of his
bonus to their damage roll when using their missile Fleet-Hoofed ability. Instead, Satyrs who do use
weapon of choice. shields prefer peltast shields, lightweight, crescent-
shaped shields often made of wicker and leather.
Weapon of Choice: Any missile weapon; most
Satyr Skirmishers select the sling or javelin as their In game terms, a peltast shield grants a defensive
weapon of choice. bonus of +1 (instead of the usual +2) but would
have an Encumbrance of 1 (instead of the usual 2).
Level Benefits: Each level beyond the first gives a A Satyr carrying a peltast shield does not sacrifice
Satyr Skirmisher +2 Hits, +1 to Luck and +2 to either their Fleet-Hoofed ability, and the shield's defensive
Skill or Wits. bonus does stack with the Satyr's Fleet-Hoofed
defensive bonus.
Background Talents: All Satyr Skimermishers must
possess the Woodsman talent, plus a second talent Linothorax
chosen among Acrobat, Beastmaster, Healer,
Mountaineer, Musician and Wrestler.
The standard M&M breastplate is presumed to be a
Possessions: Dagger, sling and 12 stones, wine pair of metal plates which connect at the shoulders
skin (full), 1D6 silver pieces. and flare outwards at the waist. A Red Satyr or Satyr
Skirmisher may wear a metal breastplate if he
Patron Deity: Pan or Dionysos. Satyr Skirmishers chooses, but in doing so he loses the benefits of his
may never act as divine agents. Fleet-Hoofed ability.
Reputation: Satyr Skirmishers do not receive any The linothorax is a lightweight vest made out of
Reputation bonus – in addition, because of their linen, and reinforced leather. In game terms, a
odious personal habits, they suffer a -4 penalty to linothorax offers less protection than a standard (ie
their Personal Charisma when dealing with almost bronze) breastplate (+1 to EDC instead of +2) but is
everyone except Nymphs, other Satyrs, woodland slightly less cumbersome (Encumbrance 2 instead
creatures and followers of Dionysos. of the usual 3).
Advancement: Satyr Skirmishers gain Experience It is of special interest to the Satyr because he may
by killing enemies and creatures. These awards are wear the linothorax without sacrificing his Fleet-
calculated as per the usual Glory awards but are Hoofed ability. Note that the linothorax's defense
doubled if the Skirmisher used a missile weapon or bonus does not stack with the defensive bonus
ambushed his opponent. provided by Fleet-Hoofed. Rather, the linothorax's
bonus is only used when the Satyr is subject to an
attack not covered by his special defense bonus,
such as in the case of a surprise attack.
11
Wild Inspiration = Wits mod + Luck mod
Fleet-Hoofed: Satyrs have a basic movement rate In all cases, the Aegipan must play an instrument
of 80’ (instead of the usual 60’) and add +4 to their (even if the spell's description normally calls for the
Initiative, Defense Class (unless taken by surprise) caster to sing a song). This instrument can be a
and Danger Evasion (except for detection and harp, lyre, flute or panpipes (depending on the
stealth rolls – damn hooves!). Aegipan’s musical preferences). The Aegipan is not
restricted to a single instrument, and is assumed to
Damn Healthy: A Satyr’s supernatural vigor makes be proficient in all forms of music.
him completely immune to poison and very resistant
to the effects of alcohol. See the section on Drinking Magnitude 1: Tune of Ferocity
at the end of this chapter for more details.
This power works exactly as a Lyrist’s Song of
Gifts of Pan: Aegipans practice their own brand of Inspiration but can only affect Melee.
magic, which appears to be a weird mix of other
powers and is far less versatile than other, fully- Magnitude 2: Tune of Liberation
fledged realms of magic since it only includes three
powers, instead of the usual six (see below for a This power works exactly as a Lyrist’s Song of
detailed description). Their magical talent is known Freedom, except that the Aegipan does not need to
as Wild Inspiration. Aegipan Satyrs recover their sing and instead plays his chosen instrument. The
Power points by frolicking (see p 15). Satyr’s Wild Inspiration is used instead of the
Lyrist’s Orphic Voice.
12
Magnitude 3: Tune of Fascination SATYR FORESTER
This power has exactly the same effects as a
Lyrist’s Song of Soothing, except that the Aegipan Category: Magician
does not need to sing and instead plays his chosen
instrument. The Satyr’s Wild Inspiration is used Primary Attributes: Wits and Luck
instead of Orphic Voice.
Gender: All Satyrs are male.
Basic Hits: 8
Frolicking
Fleet-Hoofed: Satyrs have a basic movement rate
All Satyr magicians (Aegipans, Foresters and of 80’ (instead of the usual 60’) and add +4 to their
even Tricksters) recover their expanded Power Initiative, Defense Class (unless taken by surprise)
points in the same manner – by partaking in and Danger Evasion (except for detection and
various activities covered by the euphemistic stealth rolls – damn hooves!).
term “Frolicking” – see p 15 for more details.
Damn Healthy: A Satyr’s supernatural vigor makes
him completely immune to poison and very resistant
to the effects of alcohol. See the section on Drinking
The Awakening at the end of this chapter for more details.
Maze Masters who wish to play the Return of Animal Friendship: Satyr Foresters possess
Pan as a real, predestined event of divine limited magical abilities which give them the
importance (as opposed to a complete load of Magnitude 1, 2 and 3 powers of Beastmasters
goat***) may use the following option, known as (Beast Soothing, Beast Calling, Beast Command)
the Awakening, to herald and eventually bring but these only work on woodland and forest Beasts
about the comeback of Pan in their campaign – (and have no effects on Monsters). These powers
and make the Aegipan player-character in the use the Satyr’s magical talent of Woodsy Magic
group the very harbinger of this theophany. instead of regular Beastmaster Animal Empathy.
Like Dryads, they also automatically succeed at
So far, no Aegipan has made it past level 3. As stealth rolls when they are in their natural
soon as one of them reaches level 4, each new environment (forests and woodlands), provided they
level will give him a new Gift of corresponding are unencumbered. Their lack of superior powers is
Magnitude. When the Aegipan finally reaches counterbalanced by their other special abilities.
level 6, he will gain the supreme Gift of Divine
Intervention; the first successful use of this Woodsy Magic = Wits mod + Luck mod
power will cause the much anticipated Return of
Pan (consequences being left to the discretion Mystic Strength = 12 + Woodsy Magic
of the Maze Master). Here are the three
optional Gifts of the Awakening of Pan: Starting Power = 4 + Wits mod
13
Trickery: A Trickster has access to the first three
powers of Sorcery (Confusion, Illusions and Cloak).
He uses it in exactly the same way as a regular
Sorcerer, except that his magical talent of Chicanery
replaces the Sorcerer’s usual Psychic Gift.
SATYR TRICKSTER
Satyr Tricksters are Sorcerers – or, more correctly,
dabblers in Sorcery (demi-Sorcerers?).
Category: Magician
Basic Hits: 8
14
If the total rolled on the Physical Vigor roll is lower
than 5, the drinker passes out for 1d6 hours and will
still suffer the aforementioned penalties upon
waking up. On the other hand, if the total rolled is 20
or more, the drinker actually gains a +2 Melee
bonus.
These effects last for the next 2d6 hours. Once this
period is over, the hangover creeps in: the penalties
(or the odd Melee bonus) are halved and continue
to apply for the next 1d6 hours.
Drinking Contests
These drinking rules can also be used to run
drinking contests between several characters; in this
case, victory simply goes to the last man standing. If
two characters with the same Drinking Limit reach
this final stage at the same time and both succeed
at their saving roll, victory will go to the one who
rolled the higher total.
15
III: (IN)FAMOUS SATYRS
This chapter takes a closer look at four Satyr NPCs of legendary fame (or infamy). Since none of them can qualify
as an “adventurer”, their game stats are presented in the usual format for creatures.
Silenus is the oldest of all living Satyrs. Indeed, the Description : The eldest Satyr of all. He appears to
word Silene – an elderly Satyr - is derived from his be morbidly obese and utterly lethargic.
name. He is one of the thiasos, the original retinue
of Dionysos himself. Silenus is so overweight that Size : Medium
he has lost his native Uncanny Agility and Lightining
Fast quickness (his Movement rate is even one-half Ferocity : Peaceful
of what it should be!) but he IS a demigod and as
such has been blessed with supernatural defenses Cunning : Crafty
(including a godlike resistance), healing, and long
life. Silenus is not a warrior, however, and much Mystique : Eldritch
prefers to trick adventurers into accomplishing his
goals for him. Movement : 30’
16
Each subsequent dream results in a random gain or
loss of 1d6 Luck (again, for 48 hours). It is very
common for people to become addicted to the Goat
and his court, and consume blue lotus obsessively
to the point that they neglect their waking lives. In
the most extreme cases, the only way to break the
addiction is for a powerful hero to challenge the
Four-Horned Goat and drive him off.
Size : Medium
The Four-Horned Goat Ferocity : Dangerous
The Four-Horned Goat now exists exclusively in the Damage : 1d6 (weapon)
Dreamlands, a metaphysical plane that does not
correspond with reality. He visits Mythikans while Defense Class : 19
they dream and plays random, nonsensical music. A Hits Total : 16
travelling chorus of lesser spirits accompanies the
Goat, collectively referred to as his "court." The Detection / Evasion : + 8 / +10
Four-Horned Goat is always accompanied by 1-6
Eolians (see Creature Compendium page 40). Mystic Fortitude : +10
People who are visited by the Four-Horned Goat Special Abilities : Lightning Fast, Magic
often find it to be a mind-altering, life-changing Resistance, Psychic Powers (Psychic Gift 5, Mystic
experience. They take to consuming the leaves of Strength 17, 20 Power points), Sixth Sense, Stealthy
the blue lotus, hoping that the Four-Horned Goat will (16), Supernatural Vigor, Tough Skin, Uncanny
visit them again as they drift into a stupor. The first Agility, Wallcrawling.
time the Goat visits a character, they gain 1d6 Luck
Awards : Glory 120, Wisdom 240
points for the next 48 hours.
17
Pyramus, The Mountain Goat
All Satyrs are inherently drunkards. Pyramus, on the
other hand, is a connoisseur and a master vintner.
He represents the ideal of a Satyr who has grown
beyond simple hedonism to become a true artist
and a master craftsman.
Pyramus possesses a wide variety of potions and Pyramus: yes, Satyrs can be sages too…
consumables, such as Apollo's Water, Mead of the
Muses, and Potion of Remembrance. The Maze Taxonomy : Folk (Satyr)
Master can specify that Pyramus possesses any
potion the plot may require (reference Maze Description : An ancient and aged Satyr, wearing
Master's Guide pp. 39-41 for examples). His most tattered brown robes. Pyramus is always carrying
treasured potion is the Cider of Golden Apples (see multiple wineskins and satchels of fruit.
p 20 for a detailed description).
Size : Medium
Pyramus spends most of his time in isolation. He
lives as a hermit in a distant and mountainous Ferocity : Dangerous
region. Sure footed as a mountain goat, Pyramus
Cunning : Crafty
can move swiftly over even the most treacherous
terrain. He is an extremely cunning Satyr, and his Mystique : Eldritch
favorite trick is triggering avalanches to crush
unwelcome visitors. Some adventurers deliberately Movement : 60'
seek him out, in the belief that Pyramus tends to
orchards of Golden Apples on the highest Initiative : 19
mountaintops. Pyramus loves to play the pipes, and
many treasure-hunters have been lured into deep Melee Attack : +4
ravines by the sound of music that turned out to be Damage : 1d6 (staff)
nothing but an echo... and then crushed by tumbling
boulders. Pyramus is so old that he no longer Defense Class : 14
enjoys the Uncanny Agility and Lightning Fast
quickness typical of the Satyr kin – but his Hits Total : 16
venerable age and his “spiritual” pursuits have
granted a higher-than-usual Mystique and an Detection / Evasion : +10 / +6
exceptional Magic Resistance.
Mystic Fortitude : +8
Whether Pyramus is helpful or antagonistic is up to Special Abilities : Camouflage, Crushing Missiles,
the Maze Master. If the characters require a rare Magic Resistance, Stealthy (18), Sharp Senses,
antidote or some other magical potion, then Supernatural Vigor.
Pyramus might be portrayed as a wise old
apothecary. If the characters are out to steal his The Crushing Missiles ability represents avalanches
apples, (or the Maze Master just needs a villain) caused by Pyramus. He does not have the ability to
Pyramus could easily be used as a clever and lift and throw boulders.
deadly opponent.
Awards: Glory 85, Wisdom 30
18
Mardakapal is not just the captain of a bandit gang.
He is the kingpin of a network of spies, thieves, and
other miscreants ranging from Kandaria to the Hills
of Brass. The Bandit King takes the greatest
pleasure in robbery. It is not the treasure he wants,
but rather the sick satisfaction of stealing from the
helpless and leaving them with nothing.
Size : Medium
Ferocity : Deadly
Cunning : Crafty
Mystique : Weird
Movement : 60’
Behold the Face of Mardakapal!
Initiative : 16
Many years ago, the noble Ashur-Shumi ruled as a Damage : 1d6 (Sword or Arrows)
minor satrap within the Akamen Empire. He was
known as a strict but fair governor and a wise Defense Class : 13 (+2 Helmet, +2 Breastplate)
military commander. Ashur-Shumi looked forward to
a rewarding career as a favorite of the King of Hits Total : 20
Kings. This future came to a swift end when his
wife gave birth to her first child – an infant born with Detection / Evasion : +6 / +6
cloven hoofs. Ashur-Shumi immediately knew she
had lain with the Satyr Hadremech, who the satrap Mystic Fortitude : +2
retained as a musician.
Special Abilities : Charge into Battle, Grapple,
Ashur-Shumi grabbed the infant Mardakapal and Marksmanship (+8), Missile Weapons (bow &
hurled him into the nearest brazier. The mother arrows), Poison (poisoned arrows, slow death),
rescued the child, but not before he suffered Supernatural Vigor, Tough Skin.
heinous burns. While Ashur-Shumi sought out and Awards: Glory 95, Wisdom 10
murdered Hadremech, Mardakapal's mother gave
him to a servant, who fled with the child into the
desert. Ashur-Shumi fell into a deep depression.
He would eventually execute his unfaithful wife and
later take his own life.
19
IV: SATYR TREASURES
Harpy Egg
The harpy egg is exactly what it sounds like: The
egg of an unhatched harpy. Acquiring such an egg
A foul, abhorrent Helm of Hate is an extremely risky undertaking, as harpies are
notorious for their vicious tenacity. The egg itself
serves no purpose until it is consumed.
Magical Armament
Whoever eats the egg will be cursed to emit a foul
odor which attracts harpies. Harpies will soon
Helm of Hate appear to attack the victim, and if the victim cannot
be slain they will perform all manner of harmful
This abhorrent object is a helmet adorned with the mischief (for example, stealing the victim’s food,
horns of a sacrificed Satyr. When fighting a Satyr or destroying their crops, and befouling their wine).
Satyr-kin (to include Caliban or Demi-Satyrs), the The curse lasts for one month or until the victim is
character will be so fearsome as to make his dead (whichever comes first).
enemies hesitant to attack him.
Cider of Golden Apples However, each mask only creates a single illusion
and will always depict the same “character” no
The Cider is brewed from rare and magical Golden matter who is wearing it. The illusion is in all ways
Apples that Pyramus tends in secret places. Each identical to the Shapeshifter’s Alter Appearance
quart of the Cider counts as a single dose. Like the power (M&M Companion, page 26).
20
Bronze Fleece
This mythical artifact is similar to the legendary
Golden Fleece. It is less exceptional of course, but
some would argue it is much more useful. The
Bronze Fleece is as hard as metal but soft as wool.
This makes it an ideal form of armor.
Chorus Mask
Thyrsos
The Chorus Mask appears to be a normal theatrical
mask crafted out of wood or clay. When worn, the This artifact is the holy symbol of Dionysos and the
mask grants the wearer total anonymity. While it is Aegipan’s badge of office. The Thyrsos resembles
obvious that the wearer is wearing a mask, the a staff decorated with ivy, leaves, and pine cones.
viewer is unable to discern any other details about Many devotees of Dionysos carry non-magical
the wearer’s appearance. Furthermore, when versions of the Thyrsos which function as regular
multiple people wear Chorus Masks they all appear staves. The original Thyrsos, however, is an
identical to each other. That is to say, if two people extremely potent mythic item.
wore Chorus Masks a viewer would not be able to
tell the difference between them. The user should Once per day, the user may invoke the Divine
exercise caution, though. While wearing Chorus Madness power as if they were a Level 4 Priest of
Masks, even the wearers cannot tell the difference Dionysos (see M&M Companion for more details).
between each other! The user must touch the target with the Thrysos,
which may require a Melee attack roll if the target is
engaged in combat. If the attempt fails, the user
Satyr’s Boots may not re-use the Thyrsos until the next day.
Armor offers no protection from the Thyrsos when
These curious pieces of footwear appear to be like used in this manner. If, for example, the user
leather socks that lace up at the ankle. They can touches the target’s shield, it still counts as having
only be worn by Satyrs and, oddly enough, “touched” the target, causing Divine Madness.
Centaurs. (Assuming the latter has a set of four, of
course.) The wearer’s footprints are altered to Goat of Gullibility
resemble those of any non-magical animal they
wish. A Satyr could, for example, traipse through This item takes the form of a large and poorly-
the forest and leave behind the tracks of a wolf, a constructed wooden goat. The Goat stands
rhinoceros, or even a human. The user can change approximately six meters tall and can house six
what type of animal he imitates at a whim. fully-armed adult passengers. One might think this
was the oldest trick in the book. However, the Goat
was once blessed by the Godling Pan so that
Unique Artifacts anyone who observes the Goat will accept it as an
unexceptional (if somewhat shoddy) statue.
Abundant Pitcher
If a character wishes to examine the inside of the
A magically enchanted vase that may pour an Goat, they must first make a Danger Evasion roll
unlimited amount of wine. Legend has it that each against a target number of 15 (or 20 if a Satyr
member of the original thiasos possesses such a Trickster occupies the Goat). Failing the saving roll
vase. The vase will produce a maximum of five means the character’s mind is befuddled and he
liters of wine per turn. Unfortunately, if lthe Pitcher does not question the otherwise dubious Goat.
is left unattended it will continue to pour indefinitely. Aside from this, the Goat is just a wooden statue
There are legends of drunken Kings who tragically and provides no additional benefits or protection.
drowned when they passed out and allowed the Legends tell of other varieties of wooden barnyard
Pitcher to flood their homes, and at least one animals, but none are yet known to be found in
account of a Pitcher accidentally sinking a Trireme. Mythika.
21
WATCH OUT,
MINOTAURS!
22